Kirby & the Amazing Mirror yra Kirbio antras ir paskutinis nuotykis ant GBA, turintis Metroidovanijos tipo žaidimą, panašų į Kirby Super Star "Great Cave Offensive" režimą. Taip pat turįs tris Kirbius partnerius, kurie nelabai padeda. Pala pala, o tai mes minėjom, kad Kirbis dabar turi gelbėti Meta Knight'ą? Aha, TAIP JOU, škia tskant!
Jis buvo perleistas 3DS Virtual Console'i kaip 3DS ambasadoriaus programos dalis 2011 gruodį, o vėliau ir Wii U Virtual Console'i 2014 balandį be jokių skirtumų, neskaitant multiplayerio režimo neegzistavimo. Nykuma.
Sub-puslapiai#
Unused Rooms#
Debug Room#
This room uses a similar tileset to Kirby: Nightmare in Dream Land's debug rooms. This was probably used as a debug room earlier in development, but it's empty now. Use code 02020FE6:03C9 and you'll be transported there after you lose a life.
(Source: GoldS)
Unknown Room#
The header data for this room is completely missing from the final game, but all the other data (tile map, solidity map and objects) is still there.
The only tileset that fits is the one used in Radish Ruins. The room contains four Maxim Tomatoes and two 1UPs. Their presence suggest this was some kind of test room.
(Source: UraYukimitsu)
Unused Copy Abilities#
Hi-Jump#
Hi-Jump, an ability from Kirby: Nightmare in Dream Land, was apparently set to appear in this game. Developer text from a removed Debug Menu lists its attacking sound from the previous game, called SE KBY_HI_JUMP internally. The sound itself also remains, and can be heard in the Collection Room's Sound Player, grouped behind UFO's sound effects.
No other copy abilities from the previous game are listed, such as Ball, Light, and Freeze, which leads to the conclusion of Hi-Jump being considered for this game, before ultimately getting cut.
Unfortunately, the sound and its internal name are the only known remnants of this ability. Any graphics of Kirby or his hat are nowhere to be found, and it's unknown if there's code for it.
(Source: Vyroz)
Unused Enemy Properties#
Chip#
Any Chip enemy must be set to do something in-game. If one manages to add a Chip to a room but doesn't modify its behavior, it will default to just hopping in place.
(Source: Vyroz)
Gordo#
Despite being indestructible, the Gordo enemy has a set HP value of 2. Nothing can reduce its HP.
(Source: Mugg1991's K&TAM Luascript Hitbox Viewer)
Soarar#
The Soarar enemy has an unused idle animation which only consists of one still frame. Since Soarars are always in constant movement, this goes unused. Please note that the sideways movement is not part of it.
(Source: Vyroz)
Unused Palettes#
Peppermint Palace#
While not fully unused, the palette used for the windows outside the main building of Peppermint Palace has some unused shades of green and blue.
The game can apply this palette to the pine trees outside the building, however. It gives the trees the same colors from their used palette, but with a black shadow and a purple trunk.
|
Unused |
Used |
|---|---|
|
|
|
(Source: Vyroz)
Development Text#
Strings relating to the development process.
Debug Text#
A whole patch of devtext containing internal BGM and SFX names can be located at 00369A64 in the Japanese version, 0038F29C in the European version, and 003852F0 in the US version. The text was part of a Sound Test Debug Menu, which was removed from the final game, but can still be found on the game's Demo. The table below lists the text, the sound they were associated with, and a translation of the text if needed. Please note that the BGM and SFX are prefixed with "BGM" and "SE" respectively, according to the Debug Menu.
BGM |
|---|
Text |
Non |
start_st |
ply_1 |
ply_2 |
ply_5 |
boss_mid |
boss_kyotu |
kbydead |
SFX |
Text |
not sound |
kby_jump |
kby_suikomi |
kby_hoobari |
kby_starshot_1 |
kby_starshot_2 |
kby_tyakuti |
kby_nouryoku |
kby_dmg_1 |
kby_dmg_2 |
kby_dmg_3 |
kby_nomikomi |
kby_airshot |
kby_habataki |
kby_rakka |
kby_dash |
kby_sliding |
kby_brake |
kby_oyogi_1 |
kby_oyogi_2 |
kby_dmg_ice |
kby_dmg_fire_1 |
kby_dmg_fire_2 |
kby_dmg_fire_3 |
kby_dmg_fire_4 |
kby_nobori |
kby_ori |
kby_hoshiware |
kby_mizuhaki |
kby_mizuoti |
kby_hosidasi |
kby_starhane |
kby_tyuu |
kby_shinisou |
kby_tobitati |
kby_korogari |
kby_humi_jump |
kby_suikomi_loop |
kby_toridashi |
kby_fire_loop |
kby_ice_loop |
kby_icecube_osi |
kby_burnin_loop |
kby_dokan |
kby_wheel_loop |
kby_wheelbrake |
kby_parasol |
kby_cutter |
kby_lazer |
kby_stone_1 |
kby_stone_2 |
kby_korogari_2 |
kby_slowcatch |
kby_slownage |
kby_slowhit |
kby_sleep1 |
kby_sleep2 |
kby_lazer50 |
kby_lazerkabe20 |
kby_hi_jump |
kby_ufo_tame1 |
kby_ufo_tame2 |
kby_ufo_tame3 |
kby_ufo_tame4 |
kby_ufo_lazer1 |
kby_ufo_lazer2 |
kby_ufo_lazer3 |
kby_ufo_lazer4 |
kby_ufo_hane |
kby_ufo_nori |
kby_ufo_tamekiri |
kby_spark_loop |
kby_tornado1 |
kby_tornado2 |
kby_hammerfuri1 |
kby_hammerfuri2 |
kby_hammerhit1 |
kby_hammeratari |
kby_fire_oni1 |
kby_fire_oni2 |
kby_hammerhit2 |
kby_tornado |
kby_hammerhit3 |
kby_sword40_1 |
kby_sword40_2 |
kby_sword_mijin1 |
kby_sword_mijin2 |
kby_sword_final |
kby_panch |
kby_kick |
kby_spike_panch |
kby_sky_kick |
kby_pshot_tame1 |
kby_pshot_tame2 |
kby_pshot_tame3 |
kby_pshot1 |
kby_pshot2 |
kby_mega_pshot |
kby_riging |
kby_spin_kick |
kby_moon_kick |
kby_crash60 |
zakodead1 |
zakodead2 |
zakodead3 |
zakodead_s1 |
zakodamage1 |
dmg_icehit |
dmg_cutterhit |
dmg_swordhit |
hit_1 |
hit_2 |
zako_bomb |
zako_dead_ice |
zako_tobitachi |
zako_shot1 |
zako_fire1 |
zako_spark1 |
zako_jump1 |
zako_shot_zo |
bress__dosin_s |
roal_start |
roal_kabe |
apper_apper |
foaly_bombnage |
syuty_shot |
dittshi_jab |
ditshi_apper |
heavyknight_sword |
gleat_tyakuti |
birug_nomikomi |
birug_hakidashi |
m_boss_exp |
m_boss_damage1 |
m_boss_kizetu |
m_boss_flash |
cat_atk |
cat_fireboal |
b_boss_exp |
b_boss_flash |
king_tataki |
king_goalem |
item |
oneup |
kaifuku |
kbydead_fgm |
pause |
select |
kettei |
keitai_coal |
keitai_tyak |
koware1 |
switch |
tobira_f1 |
tobira_f2 |
takara |
(Source: Vyroz, heynow)
Nintendo SRAM#
Esantis 0xD60864:
MultiSio4Sio32Load020820
Sio32MultiLoad010214
NINTENDOSRAM_V113
Build Dates#
Located at F87AF0 in the Japanese version, F32D94 in the US version, F4026C in the European version and A2BF78 in the prototype. The Japan Revision 1 version, the Japan Virtual Console version and the USA Virtual Console version do not differ from their "parent" versions.
Prototype |
Europe |
USA |
Japan |
|---|---|---|---|
|
|
|
|
Possibly Cut Graphics#
When Kirby is transported to Dark Mind's last phase, any ability that he had on him will be removed immediately. Thanks to glitches, however, it's possible to keep the abilities of the other Kirbys. To do so, Kirby must call his friends when the screen is almost fully red after defeating Dark Mind's core. This will result in the Kirbys being able to move around the cutscene where Dark Mind escapes, and conserve the ability when the final fight begins. There's a side effect to all of this, as the ability hats (or parasol, in the case of Parasol Kirby) of the Kirbys will just stay floating beside the Warp Star. However, there is one ability who has a unique effect: Missile.
Missile is the only ability that has a unique sprite when riding the Warp Star. It's identical to one of his sprites when climbing a ladder, but it's located at a different spot in the ROM. While the ladder sprite is located at 005B5D18, this one is located at 005B9458. Missile, unlike other abilities, doesn't have separate sprites for his hat.
Other abilities who have their hats and base sprites as one, such as Cupid, Hammer, Fighter, and Throw, will crash the game if this glitch is attempted with them. This most likely means that the game is trying to load graphics that no longer exist for these abilities. As for abilities that have their hats separate, they could be loading their default hat sprite due to the game being unsuccessful at finding the correct graphic.
All of this indicates that, at one point, every ability was planned to have a special graphic/hat for the Warp Star ride at the final fight, but for unknown circumstances, they were cut.
(Discovery: Mugg1991)
Dark Mind Glitch and Unused Hit Counter Behavior#

An EXTREMELY rare Glitch can occur at the last Dark Mind fight that causes a softlock. It can happen randomly, and there are no clear requirements for it.
During the post-credits scene, Dark Mind has an absurdly low chance of simply not dying. The player can keep hitting him, but he will never explode. This unfortunate event can at least let us see some unused behavior from the hit counter. If the player is patient enough to surpass 999 hits to Dark Mind's core... ...the counter just resets to 000 hits. Cool.
(Source: Vyroz)
Revisional Differences#
- The Virtual Console release reduced the flashing lights that appears when defeating a boss, as part of Nintendo's newer policies in order to avoid causing epileptic seizures.
The following content may induce seizures and has been hidden by default. Click to reveal: |
||||
|---|---|---|---|---|
|
- As stated above, the Virtual Console release removed the multiplayer functionality.
Oddities#
- Despite what the lives counter would have us believe, the game actually caps lives at 255 instead of 99.
- For some reason, there's a duplicate of the Crackity Hack theme selectable as the 39th track in the Sound Test. For reference, the used version is track 27.
|
The Kirby series | |
|---|---|
|
Game Boy |
|
|
NES |
|
|
SNES |
|
|
Nintendo 64 |
|
|
Game Boy Advance |
Kirby: Nightmare in Dream Land • Kirby & the Amazing Mirror (Demo) |
|
Nintendo DS |
|
|
Wii |
|
|
Nintendo 3DS |
3D Classics: Kirby's Adventure • Kirby: Triple Deluxe • Kirby: Planet Robobot |
|
Nintendo Switch |
Kirby Star Allies • Kirby and the Forgotten Land • Kirby's Return to Dream Land Deluxe |
|
Side Games | |
|
Nintendo DS |
|
|
Wii |
|
|
Nintendo 3DS |
|
|
Wii U |
|
|
Spin-Offs | |
|
Game Boy (Color) |
Kirby's Pinball Land • Kirby's Block Ball • Kirby's Star Stacker • Kirby Tilt 'n' Tumble • Jaguar Mishin Sashi Senyou Soft: Kirby Family |
|
SNES |
Kirby's Dream Course • Kirby's Avalanche • Kirby's Star Stacker |
|
Satellaview |
Kirby no Omochabako (Baseball, Pinball, Hoshi Kuzushi) |
|
GameCube |
|
|
Wii |
|
|
Nintendo 3DS |
Kirby Fighters Deluxe • Team Kirby Clash Deluxe • Kirby's Blowout Blast • Kirby Battle Royale (Demo) |
|
Nintendo Switch |
|
|
Nintendo Switch 2 |
|
|
Related | |
Išnašos ir referencai#
References#
- CREDITS - Planning: Flagship, Programming: Dimps, Debug: HAL Laboratory↩︎
- https://www.ign.com/games/kirby-the-amazing-mirror↩︎
- https://twitter.com/Sora_Sakurai/status/1382529108605800448↩︎
- https://www.nintendo.co.uk/Games/Game-Boy-Advance/Kirby-The-Amazing-Mirror-266914.html↩︎